Reorganizes Project (#41)
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180
Projects/Scripts/Mobiles/AI/ThiefAI.cs
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180
Projects/Scripts/Mobiles/AI/ThiefAI.cs
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using Server.Items;
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//
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// This is a first simple AI
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//
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//
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namespace Server.Mobiles
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{
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public class ThiefAI : BaseAI
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{
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private Item m_toDisarm;
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public ThiefAI(BaseCreature m) : base(m)
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{
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}
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public override bool DoActionWander()
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{
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m_Mobile.DebugSay("I have no combatant");
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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m_Mobile.DebugSay("I have detected {0}, attacking", m_Mobile.FocusMob.Name);
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionWander();
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}
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return true;
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}
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public override bool DoActionCombat()
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{
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Mobile combatant = m_Mobile.Combatant;
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if (combatant?.Deleted != false || combatant.Map != m_Mobile.Map)
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{
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m_Mobile.DebugSay("My combatant is gone, so my guard is up");
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Action = ActionType.Guard;
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return true;
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}
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if (WalkMobileRange(combatant, 1, true, m_Mobile.RangeFight, m_Mobile.RangeFight))
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{
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m_Mobile.Direction = m_Mobile.GetDirectionTo(combatant);
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if (m_toDisarm?.IsChildOf(m_Mobile.Backpack) != false)
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m_toDisarm = combatant.FindItemOnLayer(Layer.OneHanded) ?? combatant.FindItemOnLayer(Layer.TwoHanded);
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if (!Core.AOS && !m_Mobile.DisarmReady && m_Mobile.Skills.Wrestling.Value >= 80.0 &&
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m_Mobile.Skills.ArmsLore.Value >= 80.0 && m_toDisarm != null)
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EventSink.InvokeDisarmRequest(new DisarmRequestEventArgs(m_Mobile));
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if (m_toDisarm?.IsChildOf(combatant.Backpack) == true &&
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Core.TickCount - m_Mobile.NextSkillTime >= 0 && m_toDisarm.LootType != LootType.Blessed &&
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m_toDisarm.LootType != LootType.Newbied)
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{
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m_Mobile.DebugSay("Trying to steal from combatant.");
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m_Mobile.UseSkill(SkillName.Stealing);
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m_Mobile.Target?.Invoke(m_Mobile, m_toDisarm);
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}
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else if (m_toDisarm == null && Core.TickCount - m_Mobile.NextSkillTime >= 0)
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{
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Container cpack = combatant.Backpack;
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if (cpack != null)
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{
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Item steala = cpack.FindItemByType<Bandage>();
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if (steala != null)
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{
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m_Mobile.DebugSay("Trying to steal from combatant.");
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m_Mobile.UseSkill(SkillName.Stealing);
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m_Mobile.Target?.Invoke(m_Mobile, steala);
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}
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Item stealb = cpack.FindItemByType<Nightshade>();
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if (stealb != null)
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{
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m_Mobile.DebugSay("Trying to steal from combatant.");
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m_Mobile.UseSkill(SkillName.Stealing);
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m_Mobile.Target?.Invoke(m_Mobile, stealb);
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}
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Item stealc = cpack.FindItemByType<BlackPearl>();
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if (stealc != null)
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{
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m_Mobile.DebugSay("Trying to steal from combatant.");
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m_Mobile.UseSkill(SkillName.Stealing);
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m_Mobile.Target?.Invoke(m_Mobile, stealc);
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}
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Item steald = cpack.FindItemByType<MandrakeRoot>();
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if (steald != null)
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{
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m_Mobile.DebugSay("Trying to steal from combatant.");
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m_Mobile.UseSkill(SkillName.Stealing);
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m_Mobile.Target?.Invoke(m_Mobile, steald);
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}
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else if (steala == null && stealb == null && stealc == null)
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{
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m_Mobile.DebugSay("I am going to flee from {0}", combatant.Name);
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Action = ActionType.Flee;
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}
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}
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}
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}
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else
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{
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m_Mobile.DebugSay("I should be closer to {0}", combatant.Name);
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}
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if (m_Mobile.Hits >= m_Mobile.HitsMax * 20 / 100 || !m_Mobile.CanFlee)
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return true;
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// We are low on health, should we flee?
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bool flee;
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if (m_Mobile.Hits < combatant.Hits)
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{
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// We are more hurt than them
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int diff = combatant.Hits - m_Mobile.Hits;
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flee = Utility.Random(0, 100) > 10 + diff; // (10 + diff)% chance to flee
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}
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else
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{
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flee = Utility.Random(0, 100) > 10; // 10% chance to flee
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}
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if (flee)
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{
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m_Mobile.DebugSay("I am going to flee from {0}", combatant.Name);
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Action = ActionType.Flee;
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}
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return true;
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}
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public override bool DoActionGuard()
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{
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if (AcquireFocusMob(m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true))
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{
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m_Mobile.DebugSay("I have detected {0}, attacking", m_Mobile.FocusMob.Name);
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m_Mobile.Combatant = m_Mobile.FocusMob;
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Action = ActionType.Combat;
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}
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else
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{
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base.DoActionGuard();
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}
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return true;
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}
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public override bool DoActionFlee()
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{
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if (m_Mobile.Hits > m_Mobile.HitsMax / 2)
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{
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m_Mobile.DebugSay("I am stronger now, so I will continue fighting");
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Action = ActionType.Combat;
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}
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else
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{
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m_Mobile.FocusMob = m_Mobile.Combatant;
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base.DoActionFlee();
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}
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return true;
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}
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}
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}
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